Speculation and number-crunching about fighters

By chemnitz, in Star Wars: Armada

I originally posted this on boardgamegeek, but I thought that it might spark some discussion over here, too. Things have been awfully quiet lately, so I thought that I would throw some fuel on the fire.

Disclaimer: This is pure speculation. I am also playing fast-and-loose with the math. But I trust that FFG will put out a balanced and fun game.

It seems to me that fighters will be an indispensable part of any list. Many of the Rebel Alliance fighters have the bomber trait (X-Wing, Y-Wing, and B-Wing), which allows critical hits to count as hits (they are misses otherwise). Therefore, a single die from a "bomber" fighter will do 0.75 damage on average. For an X-Wing, that is a rate of 5.4 damage per turn per 100 points of investment (a little more than 7 X-Wings). Y-Wings and B-Wings may provide even greater efficiency, since they are dedicated bombers rather than bomber/escorts. Special characters like Luke are also highly efficient cap-ship killers. A Victory II SD can get similar efficiency of attack to an X-Wing (5.3 damage per turn per 100 points of investment for the front arc--when the front arc has a target--plus another 3.5 damage per turn per 100 points from a side arc). However, that only applies when you have targets in your front and side arcs, and it only applies to attacking cap ships. Against fighters, VSD IIs have only 1 blue die (with crits counting as misses; i.e. 0.5 damage per die). This is a miserable 0.59 damage per turn per 100 point investment. Of course, that is not entirely accurate, since a VSD II can do that damage against every single fighter in two arcs. However, smart fighters will swarm their target from every side, so that they cannot be blasted together. So, assuming generously that 3 fighters will be in each arc at a time, that is still a measly 1.8 damage per turn per arc per 100 point investment. Meanwhile, the combined hit-points of all those fighter-bombers exceeds that of the VSD II. Quite simply, an equivalent point value of Rebel fighter-bombers swarming all over a VSD II will easily kill it before it can kill many of them (in a vacuum). At least, that is where my back-of-the-envelope math gets me.

So, the Empire must bring anti-fighter units to the table, or it will collapse under the Rebel bombing runs. The solution is to bring ships with better anti-squadron attacks (per point of investment) or to bring fighters of your own. TIE fighters are the simplest way--even a half-dozen TIEs should be able to keep the Rebel bombers busy long enough to let your Star Destroyers do their thing. An alternate strategy would be to give the Rebels a taste of their own medicine with TIE bombers and their escorts. I would venture to say that it will be impossible to win SW Armada with any consistency without at least 50 points of fighters in your fleet. Many lists will probably take closer to 100 points of fighters.

However, I also do not think that fighters will ever totally dominate the game. First of all, the game is won or lost by destroying capital ships. If you only bring one or two Corvettes and a mess of fighters, then the enemy cap ships should be able to wipe you off the table before the fighters can whittle them down. The victory conditions favor those who bring at least 125 points of capital ships. Secondly, the more fighters that you bring to the table, the more likely it is that enemy anti-squadron attacks will be able to get 3 or more fighters in a single arc. Third, fighters can only take one action (i.e. either move or attack) unless they are supported by a capital ship taking the squadrons action. A fighter-heavy list will not want to have many more squadrons than they have points of squadron rating on their cap ships. So, if you have three cap ships, each with a squadron rating of 2, then you can only effectively command 6 squadrons a turn. Any squadrons in excess of 6 will only be half as effective. In other words, fighters need cap ships in order to unlock their full potential.

I know that this was long and rambly. I could also be wrong about all of it.

TLDR: You will have a hard time if you bring too few or too many fighters. They are an integral but not dominating part of the experience. At least, I hope so...

Here are some further thoughts on the topic, which I also posted to boardgamegeek a while later.

I've been toying around with the possibility of using CR90Bs in place of fighters. Let us compare the CR90B to the X-Wing.

CR90B (38 points)
3 blue/2 blue/1 blue Front/Sides/Rear
2 blue Anti-squadron

X-Wing (14 points)
1 red against Cap ships
4 blue Anti-squadron

So, let's play with the math:

CR90B
5.9 damage/turn/100 pts for a cap ship in front arc (med/short)
3.9 damage/turn/100 pts for a cap ship in side arc (med/short)
2.0 damage/turn/100 pts for a cap ship in rear arc (med/short)
[Note: CR90B will gets lots of accuracy results, which will increase the damage vis-a-vis the X-Wing, but I don't have a way to model this at this time. Also, CR90B can fire from two arcs.]

7.9 damage/turn/100 pts for a cap ship in front arc (med/short) with concentrate fire
5.9 damage/turn/100 pts for a cap ship in side arc (med/short) with concentrate fire
2.0 damage/turn/100 pts for a cap ship in rear arc (med/short) with concentrate fire

2.6 damage/turn/100 pts/fighter in arc (med/short)
[Note: CR90B can target all starfighters in arc.]

X-Wing
5.4 damage/turn/100 pts for a cap ship (range 1)
14.3 damage/turn/100 pts for fighters (range 1)
[Note: the X-Wing also locks enemy fighters into place and has the escort keyword, which are not modeled in these calculations.]

So, versus capital ships, the CR90B is a superior damage dealer compared to an equivalent number of X-Wings, as long as it can take two shots or at least one shot from its front (or one shot from its side with a concentrate fire order). Versus fighters, the CR90B would have to have 5.5 fighters within two arcs in order to match the firepower of an equivalent number of X-Wings. The advantage goes to the X-Wing, but not as large of an advantage as you might think. It would not be unreasonable for a CR90B to get 2 fighters in 2 different arcs for a respectable 10.4 damage/turn/100 pts against fighters.

Of course, this does not take into account each ship's ability to avoid and absorb damage. This calculation would be based on what kind of enemy is being faced. Versus a Victory II, the X-Wings would be much better at surviving. Versus a Nebulon B Escort Refit, the CR90Bs would be better at surviving.

(Speculative) Conclusion: 2-4 CR90Bs could do an adequate job defending against fighters. In such a list, it may not be necessary to bring any fighters at all. Nonetheless, even this list would probably benefit from bringing a couple squadrons, if only to take advantage of the 1 squadron rating on each of those Corvettes.

Here are two (very hypothetical) no/low-fighters lists:

CORVETTE SWARM
3 CR90As (@44 pts x 3 = 132 pts)
3 CR90Bs (@38 pts x 3 = 114 pts)
2 X-Wings (@14 pts x 2 = 28 pts)
Commander (25 pts)
TOTAL: 299 points

THE KILLER B'S
3 CR90Bs (@38 pts x 3 = 114 pts)
3 Nebulon B Support Refits (@52 pts x 3 = 156 pts)
Commander (25 pts)
TOTAL: 295 points

Edited by chemnitz

Thank you for the post! You're right that it has been too quiet on this board.

Even though there is so much we don't know, capital ship upgrade's being a big what-if that comes to mind. It's good to see some list building theory being talked about. I think you're connection about not bringing too many more fighters than can be supported by capital ships will be spot on.

Your post has me excited to see if they really were able to balance the fighters in a way that not having enough is detrimental and having too many will not be effective. If they managed that, my high hopes for the game just went to a new level.

Thank you again for your post!

I also believe that fighters will be key and as someone that plans to play imperials, i plan on bringing a lot of tie fighters. Currently the list i have in mind is this:

2x VSD II - 170pts

9x Tie fighters - 81pts

Howl runner - 18pts

Commander - 25pts

294pts

I also believe that fighters will be key and as someone that plans to play imperials, i plan on bringing a lot of tie fighters. Currently the list i have in mind is this:

2x VSD II - 170pts

9x Tie fighters - 81pts

Howl runner - 18pts

Commander - 25pts

294pts

I like the list. It looks like fun, and it only requires 2 cores (and I can't wait to see more upgrade cards to know if you want to remove 1 or 2 squadrons to truly deck out those VSD IIs).

I think that my first list will be VSD - VSD - GSD. I'm going to wildly speculate that GSDs will cost roughly 2/3 the points of a VSD (since they have 2/3 of the attack dice)--so, let's guess 52 points for the cheaper version (same as a Neb B Support). So, how about this:

VSD I - 75 pts

VSD II - 85 pts

GSD I - 52 pts??

5 TIE Squadrons - 45 pts

Howlrunner - 18 pts

Commander - 25 pts

Total: 300 pts??

If I've guessed too low for the price of a GSD, then downgrade a VSD II to a I and/or drop a TIE squadron.

Edited by chemnitz

I like that list too. Right now we are obviously only working with what we know. But my list is based on spliting the contents of 2 starter boxes with a friend. He wants the rebels and i want the imperials so it works out great.

Well I know the next article we are supposed to get on Aramda is about squadrons, so hopefully we will see that soon.